#extension GL_OES_EGL_image_external : require
precision mediump float;

varying vec2 vTextureCoord;
uniform samplerExternalOES sTexture;
uniform float uAlpha;

void main() {
    vec4 color = texture2D(sTexture, vTextureCoord);
    gl_FragColor = vec4(color.rgb, color.a * uAlpha);
}